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gcn-x86.bsky.social
I like to pretend I know what I'm doing. I'm into gamedev, gfx/physics/emulator/os programming & electronics. Not particularly good at any of those but hey, I'm trying. Also at @[email protected]
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Getting Started
Active Commenter
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There's also the nuclear option for removing crap that can't be uninstalled, which is to boot into linux from a live usb drive, mount Window's file system and then go wild in it.
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Have you tried, like, just not having problems?
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Vulgar display of (a negative) power
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"Should we show full folder paths? Naaaah, users are just too dumb to even know what's that."
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Looks a bit like an Earthbound fight background
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Tbf, gfx programming requires you to lose your mind, so it's not entirely wrong.
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I bet you can glitch through that gap if you jump-slash just right.
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Damn, that's pretty dope. Can you fly around the map while it builds the pvs?
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So, the S stands for Sum? I always thought it stood for Suffering.
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That's interesting. Are those toggleable portals used in things like doors, so when it closes the portal gets toggled off? Also, are those portals hand placed or are they generated from the bsp?
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Does HL2 still uses the quake-style pvs for the bulk of occlusion culling?
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Considering how much stuff people seem to manage to fix using noodles, I don't think there's much they are not.
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C is mostly on embedded/driver stuff, as far as I know. Gamedev, assuming you'll do engine work, is mostly C++ (and if the place is sane, it'll be closer to C with classes).
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And you gotta do it fast, because the game will wait just a couple of seconds before switching again.
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That gave me a great idea. Instead of having it be a dropdown, it'll be a button that makes the game automatically cycle through all resolutions, and you have to click it again to pick the right one before the game changes to the next. The perfect UX.
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The same thing also happens with all the rest of the draw state. It gets set over and over and over.
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Also, dbvt go brrrr
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I think the only annoying part then is to convert from this tiled format to a linear one for presentation, but the access pattern for this is pretty regular, so the prefetcher should pick up on it.
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Then, if you bin triangles per tile, you can process tiles independently, and read/writes to the framebuffer should always hit L1, which would make things like depth-testing and blending a ton faster.
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Ah, I see. The tile thing is mostly so accesses to the framebuffer always hit L1. Like, imagine you have a rgba8 framebuffer, so 4 bytes per pixel. If you split the framebuffer into 4x4 tiles, where tile rows are contiguous in memory, then each tile would fit entirely in a cache line.
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I was wondering, have you considered the idea of rasterizing in tiles instead of rows? I know gpus do something similar, and I've been curious for a while whether the same approach would work well on the cpu.
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Ah, gotcha. And you do that over all pixels inside the triangle bounding box, one pixel row at a time?
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Scanline rasterized?